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Infernal Drake
Infernal DrakeSquare
Bounty
Gold Gain25
Experience Gain150 - 350
Creep Score4
Statistics

HP
5730 (+380 per level) capped at 10,290 HP (before the Rift transforms)
9230 (+380 per level) capped at 13,790 HP (for the third drake onward)

MS
330

AD
70

AS
0.5

RNG
500

AR
21

MR
30
Timers
Initial5:00
ExternalLinks
Game Info Wikiwiki.leagueoflegends.com

Overview[]

The Infernal Drake is a neutral monster and a dragon on Summoner's Rift. Usually referred to as the "Infernal". Each Infernal killed grants a stack of Dragon Slayer Dragon Slayer. If the rift is dominated by the Infernal, obtaining 4 Dragon Slayer Dragon Slayer stacks grants the Drake Soul Icon - InfernalInfernal Soul.

Spawn[]

  • At 5 minutes into the game, an elemental drake (Chemtech DrakeSquareChemtech Drake, Cloud DrakeSquareCloud Drake, Hextech DrakeSquareHextech Drake, Infernal DrakeSquareInfernal Drake, Mountain DrakeSquareMountain Drake, Ocean DrakeSquareOcean Drake) of a random type spawns in the dragon pit. When a drake is slain, the next drake will respawn after 5 minutes elapse, spawning with a random new element not yet chosen from the pool.
  • After the second drake has been slain and the third drake has been determined, the map will transform into an Elemental Rift based on the drake's element (here Infernal Rift). From now on, the drake will not change elements between respawns.
  • The drake of the respective Elemental Rift graces certain newly-spawned or live monsters, causing their effects to be Draconic and their body to visibly glow. After void corruption enters the map, new monsters' blessings are permanently severed.
  • Once a team has killed their fourth drake, the camp will now instead spawn the Elder DragonSquareElder Dragon with a 6 minute respawn timer.

Gameplay[]

  • Passives
    • Dragons are CC immune to all crowd control, except stasis. Additionally, Dragons' stats cannot be modified by any means.
    • Elemental Dragons gain 20% bonus damage and 7% damage reduction per stack against enemies with Dragon Slayer Dragon Slayer stacks, up to 80% bonus damage and 28% damage reduction at 4 stacks.
    • Dragons deal bonus physical damage equal to 5% of the target's current health with their basic attacks. Additionally, Dragons gain 30% armor penetration.
  • Actives Abilities
    • Dragons knock back all enemies within Range center 550 units of them upon starting the fight, displacing them further based on proximity and not through terrain.

Infernal Rift[]

  • Burns up the walls near the entrance of the Dragon pit. 10 additional Blast Cone Blast Cones each spawn in front of both teams' base gates, near the camps for GrompSquareGromp and Greater Murk WolfSquareGreater Murk Wolf, and within the alcoves.
  • Spawns Infernal Cinders around the map randomly and in small groups of 2-3 every 20 seconds, with a higher chance of spawning on the losing team's half of the map, based on team gold. Cinders can be picked up by champions moving over them, granting them 150% bonus movement speed decaying over 2 seconds and a stack of Infernal Cinder. For each stack, they gain 1 ability haste.
    • Upon death, champions can hold up to 5 Infernal Cinder stacks without dropping them. If the champion killed had more than 5 Infernal Cinder stacks, 50% of their remaining cinders are dropped near the location of their death in a ring, which allows other champions to pick them up after 0.85 seconds, while the rest of the stacks are lost. Dropped cinders last for 30 seconds before disappearing.
      • The movement speed granted by picked-up cinders cannot stack; the duration of the buff only refreshes with each one obtained.
      • For every 25 cinders collected, champions gain an increasingly bright glow.

Strategy[]

  • Killing dragons is one of the main tasks of the Jungler. Junglers often require assistance from their team for this task, and the champions best positioned to provide this assistance are usually the mid laners and bottom laners.
  • When a team attempts to kill a dragon it usually gets weakened during the fight. Given the nature of the dragon pit, the team attempting the kill has limited escape paths. For this reason it's usually a good idea to gank the enemy team when they're trying to kill a dragon. A good gank may score several kills, steal the dragon kill, or both.
  • Dragons (and other epic monsters) should be finished with effects that instantly deal a high amount of damage (i.e. Smite Smite, Cho'GathSquareCho'Gath's Feast Feast, NunuSquareNunu's ConsumeConsume ) to prevent the enemy team from stealing the kill.
  • When initially attacked, dragons will knock back every nearby champion, and begin attacking and chasing the closest champion. Attacking the dragon from a safe distance to get it to attack an unprepared enemy champion can be useful.

See Also[]

Patch History[]

Patch 14.17

Back in 14.15 we shipped a change to Infernal Cinders that was missing from the Patch Notes so we’re just coming back to document that. Each Cinder was low enough value that players often ignored the mechanic wholesale, so we're decreasing their spawn rate but increasing the value per Cinder so that players should be more willing to run around to collect them without getting extremely high amounts of Ability Haste late game.

  • Infernal Cinder Spawn Cadence: 2-3 every 14 seconds ⇒ 2-3 every 20 seconds
  • Infernal Cinder Haste per stack: .6 ⇒ 1


Patch 14.2

The new Infernal Terrain mechanic isn’t quite making the impact we had hoped for, so we’re looking to up the Ability Haste each Cinder offers so that they are more valuable when you decide to adjust your game plan or pathing to pick some up.

  • Ability Haste per Infernal Cinder: 0.3 ⇒ 0.6


Patch 14.1

Given the terrain changes we’ve introduced in 14.1, we also need to adjust some Drakes so that they’ll play nicely with all of the new walls (or lack thereof). This includes moving a few small walls and brushes for Mountain and Ocean Drake. However, after we spent so much time building walls across the rift we took a step back to look at Infernal’s map changes again, which led to the following changes:

  •  new  Infernal Cinders spawn randomly on the map in small groups, with a higher likelihood of spawning towards the losing team. Picking up a naturally spawned Infernal Cinder grants a small burst of movement speed and grants an Infernal Cinder stack.
  •  new  Infernal Cinder stacks grant 0.3 Ability Haste per stack. On death, up to 5 Cinders can be maintained, with some of the remainder being dropped on the ground and the rest being destroyed. Cinders dropped from player deaths do not grant the burst of movement speed upon pickup.
  •  REMOVED  Infernal Rift will no longer destroy any walls on the Rift.
We wanted to experiment with these changes after considering player feedback about the Infernal Rift being the least interesting in terms of gameplay. Our goal is that this will help us create more interesting map states beyond just terrain changes like the current Hextech and Chemtech. That said, we’ll keep a close eye on how these changes land and how players like them.


Patch 12.14

PERCENT CURRENT HEALTH DAMAGE ON ATTACKS : [7%] 5%
HEALTH PRE-RIFT TRANSFORMATION : [2650 (+240 per level)] 3450 (+380 per level)
HEALTH POST-RIFT TRANSFORMATION : [4350 (+240 per level)] 6950 (+380 per level)
ATTACK DAMAGE : [100] 70
INFERNAL DRAKE DRAGON SLAYER BUFF : [4% bonus attack damage and ability power] 6% bonus attack damage and ability power


Patch 10.12

Infernal Terrain

  • Added Blast Cones near each tri-bush near Gromp
  • Added Blast Cones by the Wolf Camp
  • Added Blast Cones in front of each base's gates
  • Added Blast Cones in the alcoves


Patch 9.24

DRAKE KILL GOLD : [100g] 25g (change does not include Elder Dragon)


Patch 9.23

Transformation mechanics

TRANSFORMATION TRIGGER : After the second Elemental Drake dies and the third is announced
RIFT ELEMENT : Same as the element of the third drake
TERRITORIAL : Once the map transforms, all future Elemental Drake spawns will be of that element only
TERRAIN CHANGES : Always occur in the four jungle quadrants, centered around the buff camps, as well as in dragon pit

Infernal Rift
New paths make opportunities for a quick flank or sidestep that your opponent isn't expecting.

JUNGLE : The brush nearest to Blue and Red buffs burn away, and new pathways open up through the Blue and Red buff pits
DRAGON PIT : The entrance to Dragon pit widens

Elemental Drake Mechanics

DRAKE SPAWN ORDER : [Random] The first three drakes are now always three unique elements. All subsequent drakes will be the same element as the third drake.
DRAKE SPAWN WINDOW : [5:00 initial, 5:00 respawn until 35:00] 5:00 initial, 5:00 respawn until one team has slain four drakes (see Dragon Soul section above)

Since the Elemental Drake buffs are a bit weaker, we're dropping the health of the first two drakes. The battle over the Dragon Soul begins heating up after that, so drakes after the first two have more health to widen the opportunity for teams to contest.

HEALTH : [3500 (+240 per level, minimum level 6)] 2650 (+240 per level, minimum level 6) before the Rift transforms; 4350 (+240 per level, minimum level 6) for the third drake onward


Patch 8.23

ELEMENTAL DRAKE RESPAWN TIME : [6] 5 minutes

General

FIRST DRAKE SPAWN : [2:30] 5:00
RESPAWN TIME : [6] 5 minutes (same note as above)
KILL GOLD : [25] 100
XP : [75-300 (lv 1-18)]
150-330 (lv 1-18)

Buffs

INFERNAL DRAKE : [+8/16/24%]
+10/17/24% AD and AP


Patch 6.9 -  new 
 Elemental Dragons
Dragon has now been replaced by four Elemental Drakes. Slaying each provides your team with a powerful permanent bonus that stacks on multiple kills of the same type.

Ever since launch, Dragon’s been an iconic objective to control in League. Whether it gives buffs or gold (or that time it spawned before minions did), Dragon’s purpose is to give people something to take risks and make decisions around. Fast forward to today, and while Dragon’s certainly very cool, it has its share of problems.

First, the static value of Dragon’s stacks allows you to answer the question of ‘Which stacks do a want and when?’ long before you ever have to make the decision to fight for them. This devalues individual Dragon spawns a why rush the 1st stack now when you can just get it later? Furthermore, denying at least one stack virtually removes the threat of Aspect of the Dragon's game-ending , making it more of a pipe dream than

DESCENT OF THE DRAGONS : For the first 35 minutes of the game, one of four elemental dragons will spawn every six minutes
FOUR’S A CROWD : Only three elements will appear per match!
A CHALLENGER APPROACHES : The minimap will indicate the elemental type of the next dragon spawn
DRAGON RUNES : Glowing runes inside the Dragon Pit will also indicate which dragon is spawning next (these runes are visible through Fog of War)

Infernal DrakeSquare Infernal Drake
Increases champion killing power. Augments your dueling and team fighting abilities.

Infernal Tribute : Slaying the Infernal Drake permanently grants 8/16/24% increased Attack Damage and Ability Power.


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